Yeah, it's just batch.draw(enemies.get(i).image, enemies.get(i).x, enemies.get(i).y); in a for loop that iterates through enemies.size times.I honestly don't care that much about this game lol, just want to get working on my next game

I have a game engine built on top of the predecessor to libgdx... In my experience, an index out of bounds error while batching items to the screen can usually be fixed with one of the following:

1. Making sure there are items to be drawn before starting a batchfor exampleif(enemys.size() > 0){beginbatch(enemyTex);//loop and drawendbatch()}

or

2. The batchers buffer is too small and there are too many sprites to draw within the buffer, so increase the buffer sizefor my sprite batcher the buffer size is denoted in the constructorSpriteBatcher batcher = new SpriteBatcher(gl instance, bufferSize);